This is very interesting stuff! Those "Ten Commandments" are especially interesting, and I find myself loving bits and disliking other bits of it.
What I love:
1. This is a game about interacting with this world as if it were a place that exists.
2. Killing things is not the goal.
3. There is nothing that is "supposed" to happen.
4. Unknowability and consequence make everything interesting.
5. You play as your character, not as the screenwriter writing your character.
All of these, I feel, are also very much not necessarily opposed to the principles of more story-focused RPGs, which is what I have more experience with and love a lot. This is also how I've GMed a lot of D&D over the years.
Caveat to rule 4 though: surprises for players are great when they open up new paths for interesting scenarios (more challenges or more drama), not when it's a "gotcha!" moment. Traps that just go off without being telegraphed beforehand aren't fun.
What I dislike:
6. It's your job to make your character interesting and to make the game interesting for you.
8. The answer is not on your character sheet.
10. You will die
To me, point 6 means that if a game is not interesting in and of itself, the designer of the game has failed to make a game that can create interesting things. There's of course a difference between "the game, the system" that the designer made and "the game, the campaign" that the players play, and I do agree for the latter meaning in the end it's all up to the players (GM included).
I'm still having trouble with the idea that the OSR only would have rules for direct conflict/combat, when avoiding that is entirely the point of the game. D&D's rules are mostly about combat too, and many other games have a similar framework, but in those games the combat is the point. It feels incredibly counter-intuitive to have a game where the point is to not use the rules.
And lastly, "you will die" gives me the issue that... narratively, death is the least interesting thing that could happen. If a character dies, that's the end for them. There's no further drama, laughs or tragedy to be had. It's on this point that I don't think OSR games should really call themselves role-playing games, if this is their focus. They are very much games, but if cycling through multiple characters that die is the point, and its focused on what players can do rather than what characters can do, all those points together make it feel more like a board game with less rules than a role-playing game.
Ambivalent:
7. If you find yourself in a fair fight, your tactics suck.
9 .Things are swingy.
I do love a "fair fight" sometimes, where it's more dependent on player ingenuity in the moment rather than all their planning up front.
Things being swingy is alright with me in short games, but not longer ongoing ones. Then it starts to feel like the dice matter more, or the GM can just make up whatever and negate my own choices.